// MainFrm.cpp : implementation of the CMainFrame class
//

#include "stdafx.h"
#include "TCTb.h"

#include "MainFrm.h"
//#include <MLR\MLR.hpp>
//#include <GameOS\GameOS.hpp>

#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif

extern CTCTbApp theApp;

/////////////////////////////////////////////////////////////////////////////
// CMainFrame

IMPLEMENT_DYNAMIC(CMainFrame, CMDIFrameWnd)

BEGIN_MESSAGE_MAP(CMainFrame, CMDIFrameWnd)
//{{AFX_MSG_MAP(CMainFrame)
ON_WM_CREATE()
ON_WM_PAINT()
ON_WM_MOVE()
	ON_WM_CLOSE()
	//}}AFX_MSG_MAP
// Global help commands
//}}AFX_MSG_MAP
END_MESSAGE_MAP()

static UINT indicators[] =
{
	ID_SEPARATOR,           // status line indicator
		ID_INDICATOR_CAPS,
		ID_INDICATOR_NUM,
		ID_INDICATOR_SCRL,
};

extern CTCTbApp theApp;

/////////////////////////////////////////////////////////////////////////////
// CMainFrame construction/destruction

CMainFrame::CMainFrame()
{
	// TODO: add member initialization code here
	
}

CMainFrame::~CMainFrame()
{
}

int CMainFrame::OnCreate(LPCREATESTRUCT lpCreateStruct)
{
	if (CMDIFrameWnd::OnCreate(lpCreateStruct) == -1)
		return -1;
	
	if (!m_wndToolBar.CreateEx(this, TBSTYLE_FLAT, WS_CHILD | WS_VISIBLE | CBRS_TOP
		| CBRS_GRIPPER | CBRS_TOOLTIPS | CBRS_FLYBY | CBRS_SIZE_DYNAMIC) ||
		!m_wndToolBar.LoadToolBar(IDR_MAINFRAME))
	{
		TRACE0("Failed to create toolbar\n");
		return -1;      // fail to create
	}
	
	if (!m_wndStatusBar.Create(this) ||
		!m_wndStatusBar.SetIndicators(indicators,
		sizeof(indicators)/sizeof(UINT)))
	{
		TRACE0("Failed to create status bar\n");
		return -1;      // fail to create
	}
	
	// TODO: Delete these three lines if you don't want the toolbar to
	//  be dockable
	m_wndToolBar.EnableDocking(CBRS_ALIGN_ANY);
	EnableDocking(CBRS_ALIGN_ANY);
	DockControlBar(&m_wndToolBar);
	
	
	
	return 0;
}

BOOL CMainFrame::PreCreateWindow(CREATESTRUCT& cs)
{
	if( !CMDIFrameWnd::PreCreateWindow(cs) )
		return FALSE;
	// TODO: Modify the Window class or styles here by modifying
	//  the CREATESTRUCT cs
	
	return TRUE;
}

/////////////////////////////////////////////////////////////////////////////
// CMainFrame diagnostics

#ifdef _DEBUG
void CMainFrame::AssertValid() const
{
	CMDIFrameWnd::AssertValid();
}

void CMainFrame::Dump(CDumpContext& dc) const
{
	CMDIFrameWnd::Dump(dc);
}

#endif //_DEBUG

/////////////////////////////////////////////////////////////////////////////
// CMainFrame message handlers


void CMainFrame::OnStartLoop()
{
	
}

/*
void CMainFrame::OnWindowTileh() 
{
MDITile(MDITILE_HORIZONTAL|MDITILE_SKIPDISABLED);	
}

  void CMainFrame::OnWindowTilev() 
  {
  MDITile(MDITILE_VERTICAL|MDITILE_SKIPDISABLED);
  }
  
	void CMainFrame::OnWindowCascade() 
	{
	MDICascade(MDITILE_SKIPDISABLED);	
	}
*/

LRESULT CMainFrame::WindowProc(UINT message, WPARAM wParam, LPARAM lParam) 
{
	
	
	
	
	
	switch(message)
	{
		
	case WM_CREATE:
	case WM_MOVE:
	case WM_ACTIVATE:
	case WM_SETFOCUS:
	case WM_DESTROY:
		{
			//			GameOSWinProc(m_hWnd, message, wParam, lParam);
			break;
		}
	case WM_SYSCOMMAND:
		{
			if( (wParam&0xfff0)==SC_SCREENSAVE || wParam==SC_MONITORPOWER)
			{
				//				GameOSWinProc(m_hWnd, message, wParam, lParam);
			}
			break;
		}
	}
	
	return CMDIFrameWnd::WindowProc(message, wParam, lParam);
	
}

void CMainFrame::OnPaint() 
{
	CPaintDC dc(this); // device context for painting
	
	// TODO: Add your message handler code here
	
	// Do not call CMDIFrameWnd::OnPaint() for painting messages
}

void CMainFrame::OnMove(int x, int y) 
{
	CMDIFrameWnd::OnMove(x, y);
	
	if(theApp.RVWnd) theApp.RVWnd->Fix3DView(); 
	// TODO: Add your message handler code here
	
}


void CMainFrame::OnClose() 
{
	// TODO: Add your message handler code here and/or call default
	theApp.PutSavedState();
	theApp.GOSCleanUp();
	CMDIFrameWnd::OnClose();
}
